using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        AnimatedObject a;

        Object2D obj;
        Object2D b1;
        Object2D b2;
        Object2D bola;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            obj = new Object2D(Content.Load<Texture2D>("img1"));
            b1 = new Object2D(Content.Load<Texture2D>("barra1"));
            b2 = new Object2D(Content.Load<Texture2D>("barra2"));
            b2.Pos = new Vector2(720, 230);
            bola = new Object2D(Content.Load<Texture2D>("bola"));
            bola.Pos = new Vector2(720, 130);

            List<Animation> animations = new List<Animation>();
            animations.Add(new Animation("Forward", new Vector2(7, 0),
                new Vector2(0,72*0), new Rectangle(0, 0, 51, 72), 1000 / 12));
            animations.Add(new Animation("Left", new Vector2(7, 0),
                new Vector2(0,72*1), new Rectangle(0, 0, 51, 72), 1000 / 12));
            animations.Add(new Animation("Right", new Vector2(7, 0),
                new Vector2(0,72*2), new Rectangle(0, 0, 51, 72), 1000 / 12));
            animations.Add(new Animation("Back", new Vector2(7, 0),
                new Vector2(0,72*3), new Rectangle(0, 0, 51, 72), 1000 / 12));
            

            a = new AnimatedObject(animations, "Back", 
                Content.Load<Texture2D>("sprite"), false);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            obj.Update(gameTime);
            a.Update(gameTime);
            // TODO: Add your update logic here
            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                a.SetAnimation("Forward");
            }else if (Keyboard.GetState().IsKeyDown(Keys.A))
            {
                a.SetAnimation("Left");
            }else if (Keyboard.GetState().IsKeyDown(Keys.D))
            {
                a.SetAnimation("Right");
            }else if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                a.SetAnimation("Back");
            }
            if (Keyboard.GetState().IsKeyDown(Keys.LeftShift))
            {
                a.currentAnimation.frameTime = 1000/24;
            }
            else
            {
                a.currentAnimation.frameTime = 1000/ 12;
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            /*obj.Draw(spriteBatch);
            b1.Draw(spriteBatch);
            b2.Draw(spriteBatch);
            bola.Draw(spriteBatch);*/
            a.Draw(spriteBatch);
            spriteBatch.End();
            base.Draw(gameTime);

           
        }
    }
}
